Some reasons why the old League might have been better

ˉˉˉˉˉˉ·2/19/2018, 2:43:35 AM·73 votes·3,489 views

Yes, my list may sound a little blunt, but it is needed, and I will try to be straightforward with short sentences (from my usually long convoluted sentences). Also, please don’t skim through this if you’re going to read it; I try to make sure nothing I say is in vain, or wasted time. So yeah, please read all the reasoning included without instantly disagreeing…

Also I will try to avoid the circlejerky ADC or Tank meta things, as those have been mentioned and discussed enough (or not, who knows, but I will try to not include that here).

FIRST AND FOREMOST:

If possible, keep all or most of the quality of life changes that have been implemented throughout the years. Things such as pinging attack speed, enemy wards, and the like. Those things are what we have been wanting and asking for in earlier seasons, and although we should be happy, we aren’t as much as hoped for, simply because of all the negative things in League that overshadow them.

Things such as:

  • Dragon(s). Please consider reverting drag, even if hard work was put into it. Make it so that it goes back to giving the same buffs to each team depending on which one slayed it. That will remove some of the RNG in League. It is not fun having one game with all Cloud drakes, then one with each type, etc. Let’s have some consistency. Nobody asked for a major RNG drag overhaul such as this, you simply made it for the sake of variety. It was not necessary.

  • Rift Herald. Please remove it. Let League stay with the Epic Monster Duo which are drag and Baron. Yes, Herald allows for new strategies and gameplay, but in the end it only adds to the stomp factor. Let’s not have it. Earlier seasons were nice.

  • To summarize the above, you could reliably plan strategies around the two monsters, but now that RNG and Herald came into play, it does not feel as clear-cut anymore. I understand you were trying to go for the “no game should be the same,” but look what happened. Well, anyway, next points.

  • First Blood Tower. Yes, I understand this was implemented to attempt to fix some other problems, but it simply adds to the stomp. I propose that, if we DO need to have it, let’s buff towers.

  • Weak Towers. As we all know, towers feel weak and unprotective. One should feel safe when staying under or near their tower, as it should be a last resort for safety. If the enemy team is not overly fed, they should not be able to dive you and get away easily. Towers should protect you. Add some armor to towers, health, or whatever passives they used to have. If my enemy died to me a few times, and he thinks he should sacrifice some CS in order stay alive, let him at least be safe under his tower. Sure it feels nice to dive and kill him while I am unharmed, but that just means that towers didn’t do their job. And what would prevent that from happening to me or the rest of my team? Exactly. I ask, what is the point of having towers in the first place, if a Tristana (a late-game champion) can destroy one in under 4 minutes of game time?

  • Plants. Why did plants come to exist in League in the first place? It looks like you added these for similar reasons as the RNG drags, for the sake of variety. We didn’t really need them. The Blast Cones still feel unreliable when in fast-paced combat. Yes, the indicator feels much smoother than it did at the start of becoming introduced, it still feels unnatural (haha ironic since it’s a plant of nature) to have in the game, along with the other plants. If they were to be removed, it would bring back riskier plays, and deny junglers from having so much health after their clears (I know this is kinda fixed, but we could simply revert that if we reverted plants). Come on, the maps were much nicer and cleaner without plants. People may or may not agree with this one, depending on how used they have gotten, or when they started playing League.

  • Assassin Rework (and MYMU I guess). This was one of the things that started to severely screw with the balance of League of Legends. It introduced Lethality, and split Invisibility into two different types. This is where we get the “cancer” of Akali from, for example. A long time of invisibility, with no counterplay. We used to have Pink Wards against Akali and Shaco and Vayne, for example, but gone are those days. This is another thing that would improve League if reverted. It is definitely a good idea to be considered. I know you guys (the Balance Team) have gone so far and worked so hard (maybe) with your updates and changes, but please consider these changes. It is something that should be looked into (along with many other things) for the sake of the playerbase (not LCS for once).

There are of course more things or reasons such as the ones stated above, but I’ll add them when I think about it more (or if you guys give me more ideas). I believe these reasons are good enough to make a point so far, but feel free to add on to them, or discuss against them.

93 Comments

LankPants2/19/2018, 5:04:25 AM19 votes

Assassin Rework (and MYMU I guess). This was one of the things that started to severely screw with the balance of League of Legends. It introduced Lethality, and split Invisibility into two different types. This is where we get the “cancer” of Akali from, for example. A long time of invisibility, with no counterplay. We used to have Pink Wards against Akali and Shaco and Vayne, for example, but gone are those days. This is another thing that would improve League if reverted. It is definitely a good idea to be considered. I know you guys (the Balance Team) have gone so far and worked so hard (maybe) with your updates and changes, but please consider these changes. It is something that should be looked into (along with many other things) for the sake of the playerbase (not LCS for once).

This point can just be extended out to class updates in general. They were all complete crap and made the game significantly worse.

SEKAI2/19/2018, 3:58:53 AM8 votes

If you want to remove Rift Herald, then we should also remove Elder Dragon. In fact, Rift Herald was added to prevent the meta being forever bot centric, but then they for some reason make Herald almost obsolete for most of the games (only spawns once, only usable once, and only by 1 person; compared to Dragons' permanent team wide buffs. This is just unfair) and then added in Elder Dragon on top of it, which only result in bot being even more enforced than before. The problem is not Rift Herald, it's the Dragons and Elder Dragon.

I also for one really like the plant addition, I see nothing wrong with having them but many pluses. They only add play factors rather than reducing them, and increase the number of possible tactics available, I can't really see what's particularly wrong with them.

Just like you don't want adding things for the sake of adding them, some of your arguments also similarly bank on removing/reverting things for the sake of removing them.

Marshbouy2/19/2018, 2:59:06 AM7 votes

TL;DR: revert to season 5 no thanks.

SwiftKitten882/19/2018, 3:54:30 AM7 votes

i disagree on all counts except that the assassin rework was a failure, and that towers are too weak. i do like the change to dragon, i do feel that infernal amping damage is a bit too much, however if damage creep wasn't so absurd i dont feel it would be an issue.

rift herald i also think is good. i think the old rift healrd was trash but i do really like the new one that attacks towers.

first tower gold is also good imo. in lower elo i see MANY more people paying attention to objectives rather than just kills after this change. people are watching the map and are actively trying to prevent thier team from losing first tower or getting the first tower. something i never really saw before this change. towers are important.. MORE important than kills. this change is good

blast cones i feel are amazing, honeyfruit i am kinda neutral on. but i am not too found of the sweepers. however mostly because my i get moron teammtes who choose to sweep the drag pit or baron pit right before we do it.. completly giving away our postion to the enemy...

if they had vision.. they would have known anyways... if they didn't well then you just told them. there is no point is hitting the sweeper unless the enemy team ALREADY knows you are there.

now lets get to the points i agree on the assassin rework was horrible. nothing good came out of it at all, sorry riot.. Twitch is MUCH worse to deal with Shaco is still just as much as a pain in the ass. and the only benefit is you pissed off the shaco mains so i have to deal with this bastard less Leblanc meh.. maybe.. idk i feel neutral, i do this it gives her much more counterplay so i guess it was ok. Katarina much worse to deal with.. why the fuck do the daggers fall BEHIND me. i either need to run away through the dagger and she kills me.. or i run back toward her and she kills me. i literally had no issue with kat at all before this change...

Kayn not part of the assasin rework but .. really riot... RHAST is healthy... this shadown abomination is NOT. he was FINE when he was released. buff his ulti and nerf his other skills

and towers i also agree are too weak. not defense wise no.. but in their ability to protect you. i mean the point is the towers are SUPPOSED to be a safe spot. "dont tower dive" used to be good advise.. it really isnt anymore becuase you can pretty much get the kill and get out every time.

the issue here is champ damage has gone through the roof and is EASILY 2-3x higher than in season 3 or 4 tower NEED to do % max hp true damage after the 3rd or 4th shot. if you took ten turrent shots.. you should be dead.. i dont care what your hp is.

if you can tank 4 without an issue the next FIVE should kill you.. i dont think that's too much to ask.. there is absoltuely no reason for tanks to be able to tank TEN or more tower shots

Father Ho2/19/2018, 3:09:38 AM7 votes

I agree completely with you. They buffed early game so hard that all the late game champ feels like shit to play

Busty Demoness2/20/2018, 3:28:30 AM4 votes

Towers not only need to be more durable, they need to do more damage to champions early on. If we eliminate first tower bonus, we don't need to add too much durability.

Half of the reason towers can't do their job is because they don't do enough damage, as most champions will straight up ignore them, burst the enemy down under their own turret from 70%, and then walk out with plenty of health to spare.

Regardless of what's done with tower durability/first tower, towers need to deal massively increased damage to champions between 4 and 10 minutes. A 4 man gank bottom is enough to kill both laners and the tower immediately after they've dropped aggro. So with that in mind, have tower damage increased based on all enemy champions within the call for help range (which is basically tower auto range + 550, to account for allied champions outside of their attack range). This will not only discourage 4v2 dives, it will put more importance on top lane because there will be less champions to boost the tower's damage against them in dives.

Hello I am Bird2/20/2018, 6:42:38 AM3 votes

I agree with all of these except plants.

Plants, at least in my opinion, have been a great addition to League. They bring in a ton of new options and opportunities.

At the very least, keep the honeyfruit. It gives more options than one might think. Not only could it be used for sustain, but it could be used to slow enemies while you get away.

Kanzaki Ranko2/19/2018, 2:09:27 PM3 votes

The game felt more fun to play in season 4. In the end video games are for fun, and I feel like they just made it less fun since then.

JabaTheHat2/19/2018, 5:55:24 PM3 votes

Honestly you seem like a reasonable person, instead of the others who post rage posts about how unplayable this game is that are often found here on the Boards.

But realistically the content of your post is just listing things you don't like about the game. Such a list can be compiled about the game during ANY season. This season is not worse than the others. This season is not special. You're not making a comparison. You did not demonstrate how things were better back then. I bet if you actually do research enough to know what problems past season actually had, you would not say this season is bad.

This is simiar to people who say "vanilla WoW is better". It's simply not true for most people. It's just nostalgia and they fail to see how things were about the same or even worse back then.

Evil Yasuo2/20/2018, 2:07:43 AM3 votes

I don't like that Talon's burst was delayed (specifically talking about his W and R), they took his blink away and took his aoe away which made him feel like an easier to play Zed. I dislike the fact his abilities do spaghetti damage so a passive that doesn't scale passed 11 can do all the damage. They marketed him as a "roamer" when literally ALL assassins roam and do it well. He should've been the "aoe assassin".

jadelink2/20/2018, 2:22:09 AM2 votes

Ah, so many ways to make the game worse. Havent seen this many in one coherent (and well written) post, in a very long time.

Kairoptra2/20/2018, 2:45:57 AM2 votes

How do people pronounce your name?

Earl Sweatshirt2/19/2018, 11:16:59 PM2 votes

One of my friends says the game is getting heavier. Like more champs, more items, new graphics, he says the game is literally getting heavier in all aspects. Maybe they have to change the game over time, but they came up with stuff like the plants, LB rework and all these new vision/invisibility stuff (I stopped playing Twitch since the assassin rework /but I'm too poor to change my name/). There are more possibilities but the game really feels luck-dependant and "abuse the off-meta toplaner for free gold". The game was much more simple back in the day imo (except for 5 types of Smite being available). As a toplaner I see the world falling apart (First game klepto GP going 6/0 against my mastery 7 Kled, Fiora trying to find a new keystone, ends up building attackspeed to proc PTA, full armor Urgot). I just feel like something isn't alright. Sometimes a pro play game ends without any dragons because the first one was Cloud and nobody gave a damn about it. Sometimes the three Infernal drakes die in 5th, 11th and 19th minute.

One day the game will become so heavy that my PC and brain will both stop handling it.

BloodbornS2/19/2018, 4:31:23 PM2 votes

I also thought about a few things the OP mentions, so my feelings are mixed about it:

-Dragons: I really like the elemental dragons Riot introduced to us, in fact its probably my favorite thing they introduced. Yes it can feel shitty if you are ahead and you only get cloud drakes in this game. BUT its 1. not a surprise but can be clearly seen and planned and 2. its a cool gameplay element to play around. You see theres just a cloud drake? Leave it to the enemy and take a tower instead. Its a fire drake? Try fighting it or even take it before the enemy team does even consider it. My point is that this is an example what I think of as good RNG, it doesnt screw you over completely, it moves in certain boundaries (Only 4 maintypes nothing like OP Drake incarnate) and it gives you alot of space to play around. It does make game different from each other and makes things exciting.

-Rift Harald: I never had a real problem with it and I think it does contribute to stategic gameplay even if it never had an overwhelming impact in my games.

-First Blood Tower: I can completely agree with what OP said here, First Blood Tower Gold is too impactful for how easy it is to break someones tower these day. An easy solution would be to give towers more resiliece so they dont break after one successfull jungler gank in early.

-Weak Towers: Same as the topic above I can agree with the OP on it. It carries almost no risk to dive someone with your jungler or midlaner, just walk up to them cc them and they are dead. Tower shots need to hurt more on their first hits or accelerate their dmg faster.

-Plants: In low mid elo they are certainly fine, but I heard that in higher elo they can lead to hard stomps because the leading team can profit much harder from them then the losing one, yet I cant confirm it so my opinion is neutral on that one.

-Assassin Rework: I think this topic is the most complicated of those mentioned by the OP. Oneshots are by no mean a healthy mechanic for the game and have lead to many problems in earlier seasons because champs like Fizz, LB, Kata and certainly other were broken af because of it. I think the real problems of the Assassin Rework came from the aftermaths of it. Because damage has a delay now shields are much stronger and easier to apply than ever before, ADCs arent held down by Assassins anymore and oneshot combos/abilities (we look at you Zoe) feel even more unfair than they used to be (because seemingly only Assassins cant have them).Why should I bother picking Fizz and having to hit my ult then waiting for my W while hoping that noone shields them or saves them otherwise while Im waiting when I can just pick Twitch sneak up to the enemy team and kill this Fizz while he is in his Q animation while his whole team dies as a side effect of it?

Conclusion: I think Riot has made good changes with the last couple of seasons (at least mostly), yet the game has big problems right now because numbers are completely off the hook rn. Riot did adress problems in the last seasons (while many are pretending earlier seasons were perfect), but also created or exposed other problems while doing it. I hope the balance team changes their approach for now and concentrates on fixing these problems before adding new stuff to the game.

For those who really read the whole thing always remember GGWP [slayer-jinx-catface]